Saturday, November 20, 2010

Rallyman Module

After drawing your rally-track (by connecting sides of 1,2,3 or 4 boards that are each double-sided, one side with asphalt, and the other side with snow) you begin the race.

The movement system is simple : each die rolled, you advance one space. So you have 5 dice for each of the speeds and 2 of 'gas' to continue moving without changing your speed. Each die is playable once and only once each turn. When you stop your movement, you take a card corresponding to the last speed that you started: the higher your speed, the lower your time.
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The track has obviously straight lines and turning areas require a certain speed that you can pass with different manners (by skidding, sharp turning, ...).

You must roll the die because it determines the speed selected, but may show a "!" which will put you in danger. The 3rd "!" displayed, your car will risk going spinning off the road, resulting in loss of time (1'00''instead of the scheduled time on your card) but sometimes also damage to the vehicle as the landscape in which you go (grassland, mountain forest : loss of 0 to 2 of speed used in each round.

At the end of each round, each player adds his times for his total time. The winner is the player who accumulates the least time in total.

The ability to take risks to scrape a few seconds (and then release them to ensure a tricky) or the tire management (is it better to take slicks on the short portion snow tires or snow on the portion asphalt in a special joint ?) adds more to the simulation.

Rallyman at BGG:

Downloads - VASSAL
Rallyman: Rallyman.vmod (v4.0.1 - 2012-04-16)
4.0.1 – fixes bug where Custom Rally Zone B board was Zone A

v3 Legacy Boards: rallyman-v3legacyboards.vmdx (v1.0 - 2012-02-03)
(adds module v3 boards for previously saved games and v3 module compatibility)

Rally Sweden: rallyman-sweden.vmdx (v1.0 - 2012-02-03)
Rallye Monte Carlo: rallyman-montecarlo.vmdx (v1.2 - 2011-05-12)
Rallye de Suisse: rallyman-suisse.vmdx (v1.1 - 2011-05-12)
Finland Rally: rallyman-finland.vmdx (v1.1 - 2011-05-12)
Rallye de Corse: rallyman-corse.vmdx (v1.1 - 2011-05-12)

Downloads - Rules
English Game Rules: GB.pdf (v1 - 2010-11-20)
Soft Tire Rules (French): Rules update 2010.pdf (v1 - 2010-11-20)
Dirt Rules: dirt_us_rules.pdf (2012-02-03)


Monday, October 25, 2010

Lost Cities Module

Lost Cities is a card game from the Kosmos two-player series. The object is to mount profitable expeditions to one or more of the five different lost cities. Card play is quite straightforward, with a few agonizing moments sprinkled through what is mostly a fast-moving game. If you start a given expedition, you'd better make some progress in it, or it'll score you negative points. If you can make a lot of progress, you'll score quite well. After three rounds, the highest total score takes the day.

Lost Cities at BGG:

Downloads - VASSAL

Module: LostCities.vmod (v1.1 - 2010-11-01)
v1.1 fixes the investment cards

Downloads - Rules
Game Rules (English): Lost Cities_gameRules.pdf


Sunday, October 17, 2010

Rosenkönig (War of the Roses) Module

Originally published as Texas by db-Spiele.

The battle between farmers and ranchers is fairly abstract. A single pawn travels on a square grid. Each player has a hand of cards face up. These each have a direction and a distance. The player can either draw a card and add it to his hand, or play a card. If he plays a card, then the pawn moves the appropriate distance to an empty square, and the player places one of his markers. Each player also has judge symbols that can each be used only once. The judge lets you move onto a previously placed opposition marker and reverse it. Players score points for each contiguous region equal to the square of the number of markers. If a player is not careful, such a move may be forced, as there is a maximum number of cards that a player may hold.
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Contains rules for playing with 4 (in two partnerships of two players).

Later republished 1999 as Rosenkönig by Kosmos, as part of the two-player game series. The republication also included a re-theming of the game. The setting changed from Texas to England, and the factions changed from farmers and ranchers to the factions of the Plantagenet family from the Wars of the Roses (1455-1485) - the Lancaster (red rose) and the York (white rose) factions in a similarly abstracted fashion.

Rosenkönig is part of the Kosmos two-player series.

Rosenkönig at BGG:

Downloads - VASSAL

Module: Rosenkoenig.vmod (v1.0 - 2010-10-17)

Downloads - Rules
Game Rules (English): Rosenkoenig.pdf


Monday, August 30, 2010

Dominion Module

In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

From the back of the box: "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and fiefdoms. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner."
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"But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents would be delighted."

Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 1,717 cards. You select 10 of the 127 Kingdom card types to include in any given play -- leading to immense variety.

Dominion at BGG:

Downloads - VASSAL
Module comes with all cards from the base game and expansions, allows play up to 4 players, includes a range of recommended and other scenarios, a randomizer for random custom games, semi-automated actions to speed up gameplay.

v1.8 of the module adds mouseover zoom, integrates a consolidated manual, adds Dark Ages and Guilds.
v1.7 of the module fixes the bane bug, adds Hinterland, and some other minor changes.
v1.5 of the module brings bug fixes and small changes. Scenario files have been replaced by a recommended sets of 10 listing which is easier to maintain. Added Cornucopia.

Base Game: Dominion.vmod (v1.8 - 2013-11-13)
Prosperity expansion: DominionProsperity.vmod (v1.2 - 2013-11-13)
Dark Ages expansion: DominionDarkAges.vmod (v1.0 - 2013-11-13)
Guilds expansion: DominionGuilds (v1.0 - 2013-11-13)
Promo Cards: DominionPromo.vmod (v1.1 - 2012-01-24)
Cornucopia: DominionCornucopia.vmod (v1.1 - 2012-01-24)
Hinterlands expansion: DominionHinterland.vmod (v1.0 - 2012-01-24)
Scenarios: DominionScenarios.vmod (v1.1 - 2011-07-16)
Intrigue expansion: DominionIntrigue.vmod (v1.3 - 2011-07-16)
Seaside expansion: DominionSeaside.vmod (v1.4 - 2011-07-16)
Alchemy expansion: DominionAlchemy.vmod (v1.1 - 2011-07-16)

Downloads - Rules
Base Game Rules: Dominion - gameRules.pdf
Intrigue Expansion Rules: Dominion Intrigue - gameRules.pdf
Seaside Expansion Rules: Dominion Seaside - gameRules.pdf
Alchemy Expansion Rules: Dominion Alchemy - gameRules.pdf
Prosperity Expansion Rules: Dominion Prosperity - gameRules.pdf
Cornucopia Expansion Rules: Dominion Cornucopia - gameRules.pdf
Hinterlands Expansion Rules: Dominion Hinterland - gameRules.pdf
Dark Ages Expansion Rules: Dominion Dark Ages - gameRules.pdf
Guilds Expansion Rules: Dominion Guilds - gameRules.pdf

Please comment if you find any problems/issues.


Monday, August 16, 2010

Thirty Years War: Europe in Agony, 1618-1648 Gamebox & Module

A direct descendant of Paths of Glory, 30 Years War covers the confusing post-Reformation conflict in central Europe, as the Holy Roman Empire attempts to reassert domination over the protestant states. On the side of Catholicism we have the Holy Roman Empire (Austria and some of Northern Italy at this point) and Spain, opposed by a cast of thousands: the German Protestants, Sweden at the height of her power, France, England, Denmark, and others.
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While there are some new mechanics, virtually the entire game is borrowed from elsewhere: Leader activations and movement are as in Hannibal, combat is straight out of Paths of Glory (minus the flanking), and Siege resolves much Hannibal. Your armies have to be paid, with Aid Points that are received just like Paths of Glory's RPs. An interesting twist is that the movement and support of armies results in the landscape getting Pillaged, so as the game goes on the board becomes less and less capable of supporting military operations.

In order to legally use these files to play a game online via VASSAL, at least one of the players must own a copy of the boardgame upon which that VASSAL set is based. All rights, copyrights, and trademarks of these sets and their original boardgames remain vested in GMT Games, LLC and the original game artists. Any use of these materials except for the express non-commercial use of playing a GMT boardgame via VASSAL over the internet is prohibited without express permission from GMT Games, LLC.

Thirty Years War at BGG:

Download vmod (created by Joel Toppen):
Download ztb (created by Pokke):
Download Rules:
Link to Errata & Clarifications:


Monday, August 2, 2010

Update: Attack Sub Module

Added VASSAL module for Attack Sub.

Find it here:

Tuesday, July 13, 2010

Hammer of the Scots Module

Hammer of the Scots brings the rebellion of the Braveheart, William Wallace, to life. As the English player, you seek to pacify Scotland by controlling all the important noble lords. The Scottish player also seeks the allegiance of nobles to support a difficult struggle for freedom. Hammer of the Scots will give you many hours of entertainment and insight into this fascinating period in history.

  • Map board: Full-color (22" x 25") mapboard of Scotland and Northern England with heraldry of the important noble families.
  • Wooden Blocks: 56 Hardwood counters including leaders, nobles, archers, knights, and infantry.
  • Two Scenarios: A campaign game plus two scenarios: Braveheart and Return of the King.
  • Playable History: Hammer of the Scots is a very playable game. The rulebook is 8 pages. Games last from 2-4 hours.

Hammer of the Scots at BGG:

Download vmod (created by Columbia Games):
Download Rules Package:
  • Rules v3
  • Summary v1.3
  • Example of Play
  • Player Aid


Friday, July 9, 2010

Julius Caesar Module

Julius Caesar is a two-player game, depicting the later Roman civil wars (49-45 BC). The forces of Caesar are pitted against those of Pompey.

Julius Caesar is a card driven block game. You use cards to Move, levy or play an Event. 13 victory point Towns or Cities are depicted on the 17"x 34" (43 x 86 cm) game board of the Mediterranean. Take command of Caesar's Veteran Legions or Pompey sprouting Young Legions around the Mediterranean. You decide how best to defend or conquer the Republic. With endless possibilities at your disposal this game will keep your adrenaline pumping. The only question I have for you, the game player, is, are you ready to prove that you deserve to be Emperor of the Rome? Come prove it on the game board!

Julius Caesar at BGG:

Download vmod (created by Stan Hilinski):
Download Rules:
Download Rules Clarifications (Unofficial):


Friday, July 2, 2010

Alesia: Great Battles of History

The Great Battles of History (GBoH) series takes a new turn with one of gamedom's favorite situations, Julius Caesar's siege of Alesia in 52 B.C. A new turn, because this famous engagement has little to do with the linear style of warfare that the series highlights. There are no lines of legionaires, no orderly formations, none of what the previous games in the GBoH series have shown. Instead, The Siege of Alesia presents a massive siege assault, with Caesar besieging Vercingetorix's Gauls, and the Gallic relief force attacking Caesar. Featuring assualts on the ramparts of Caesar's fortifications from within and without, Alesia is a tense game between both sides as they try to guess what the other will do, and then try to outlast the ferocity of the attack and defense. It is also nicely balanced between Roman desperation and Gallic steadfastness, or lack thereof. To undertake these difficult tasks, you get ten full legions and almost every Gaul in Gaul.
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Alesia changes some of the GBoH base system, mostly because it does not portray linear warefare. Taking some pages from SimpleGBoh, there are no specific turns, and play simply passes back and forth between the two sides, possibly interrupted by the abilities of the opposing commanders. The combat system is also quite different; much simpler and more direct. And despite the sheer mass of the units in the game, a new design mechanic allows much reduced counter clutter on the game maps. Another highlight of Alesia is the detailed fortification terrain effects, from the 25 miles of double walled ramparts, to the accurate placement of redoubts, to the extensive moats, spikes, traps, and pits with which Caesar circled both walls, the game's Gardens of Death.

This game includes no separate SimpleBGoH version; Alesia is fairly simple, accessible, and fast-playing in and of itself because it uses the Simple versions of the Command, Play Sequence, and Shock systems. Best of all, for players with limited playing time, there are 3-scenarios of varying intensity and length. From the Final Assault, which can be played in 3-to-4 hours, to the one map historical siege, to the big two-map, What-If? game, which allows for more maneuver, flexibility, and surprises.

Alesia is an epic siege. Two massive armies, led by two great captains of history, placed in one of history's most intriguing tactical situations. But, this time YOU are in command. Can you lead the Gauls to crush the Roman fortifications and destroy Caesar's army? Or can you duplicate Caesar's tactical brilliance and save the day for Rome? Play Alesia, and find out.

  1. In order to legally use these files to play a game online via VASSAL, at least one of the players must own a copy of the boardgame upon which that VASSAL set is based.
  2. All rights, copyrights, and trademarks of these sets and their original boardgames remain vested in GMT Games, LLC and the original game artists. Any use of these materials except for the express non-commercial use of playing a GMT boardgame via VASSAL over the internet is prohibited without express permission from GMT Games, LLC.

Alesia at BGG:

Downloads - VASSAL
Alesia_1_0.2.vmod (v1.0.2 - 2012-02-26)

Downloads - Rules


Caesar at Alesia Module

Caesar at Alesia simulates an epic battle in 52 BC where Julius Caesar surrounded the battered forces of the Gauls led by Vercingetorix. Knowing the Gauls had a relief force coming (of over 250,000 men), Caesar built a defensive perimeter facing outward to match his perimeter facing inward to beseige Vercingetorix. An unusual "donut" formation.

The large mapboard 33"x28" portrays the town of Alesia and all of the works built by Caesar. The Gauls have a small force trapped in the town including Vercingetorix as well as a large force which sets up in off board areas. The Gallic player must reveal which off board zones he occupies with at least 1 unit, but does NOT have give further information.

The goal of the game is for the Gauls to create an escape route for Vercingetorix and exit him off the board. The Romans must prevent this over the 20 game turns (which represents 2 days).

Caesar at Alesia at BGG:

Download vmod:
The 1.0 module has been modified to enable the extra setup hidden in the module, and reduce the filesize from about 60MB to about 4MB without loss of functionality. Original module
Download Rules:


Thursday, July 1, 2010

The Siege of Jerusalem Module

Can you, as Eliezar Ben Yair, rally Jerusalem's defenders to exact a fearful price on the besiegers, or escape to fulfill your destiny at Masada? Can you, as Cestius Gallus, quell the revolt at its source and take Jerusalem with a single legion? It is 70 A.D. Dawn breaks on the combined might of four Legions arrayed on the heights of Mount Scopus, starting their methodical advance across the valley to the ancient walled city of Jerusalem. Siege lines have been secured tight about the city. There is no hope of escape. The besieged must persist behind their stout walls or perish before a vengeful Rome. Five grueling years of campaigning in Judea is now culminating in the Siege of Jerusalem.
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But the fortified city defies even the might of Rome. The thick walls atop the steep slopes literally bristle with natural and manmade fortifications. It will take all of Rome's considerable engineering skills to winch their war machines into position for an assault up the slopes to the city. Only here in the north plain can the city's walls be taken by escalade. The rhythmic approach of the Legions is muted by the rumble of the siege engines as an assortment of towers, rams, and artillery precede the maniples. The distant walls seethe with the frenzied activity of an alerted populace as the antagonists draw near. This majestic view is abruptly halted by the blare of trumpets which soon gives way to the cacophony of the clash of arms and screams of the dying.

Morning turns to dusk before the walls are breached and the weary legions exact their vengeance. The sky turns bright again, aglow in the reflection of a thousand fires as the northern outskirts burn. But what price victory? Another day such as this will break the Roman Army and only one of the city's ten walled sections has fallen this day. They will have to find another way. Shafts must be dug to undermine the walls or earthen ramps built with which to scale them. It will be a long campaign.

This is The Siege of Jerusalem...An epic battle simulation with all the trappings and majesty of a Cecil B. DeMille film spectacular. Facing the greatest army of antiquity, the Judeans must rely on the stoutness of their walls to halt the unbeatable Roman legions and therein lies the fascination: the immovable object vs the unstoppable force. As Eliezar Ben Yair, leader of the Zealots, you must conduct a skilled defense of the city's ever shrinking perimeter - exacting from the Romans a price so terrible that they will be forced to lift their siege - or break out to continue your struggle for freedom at Massada. As Titus, commander of the Roman army, you must decide when, where and how to renew the assault - gauging your troop needs against the progress of your siege works and the press of time caused by outside threats. More than just conducting tactical combat, the Roman must formulate an overall strategic plan for the conduct of the siege.

Vastly revised from its initial printing of the 70's, Siege of Jerusalem now boasts two-sided counters, a continuous combat system, a strategic interphase for conducting the entire siege, and the morale / panic rules so important in portraying ancient warfare. An Introductory Scenario depicting the abortive assault of Gallus with the XII Legion three years previous allows players to learn how to handle a legion in a single day's play while training for eventual participation in the conduct of the epic siege.

The Siege of Jerusalem at BGG:

Download vmod (created by Jim Pyle and Rob Doane):
Download Rules (package):
  • Instructions (Rules)
  • The General content
  • Charts/Tables
  • Scenarios
  • Errata


Friday, June 25, 2010

Battle Cry Module

A low complexity game of a variety of civil war battles. Modular terrain through the use of hexagonal tiles allows for the setup of several famous civil war battle fields and a plethora of plastic civil war miniatures are used to represent the various forces during the conflict. Players manage a hand of cards that provide different orders to your troops in the right flank, left flank and center position of the battlefield.

This game is based upon Richard Borg's Command and Colors system.

Battle Cry at BGG:

Download mod (created by Bill Bennett, Bayernkini):
Download Gameplay Manual (Rules+Scenarios):
Download Extra Documents (Scenarios, Campaigns, ...):


Wednesday, June 16, 2010

D-Day at Omaha Beach Module

Solitaire study of America's most bloody and heroic day in WWII. The player controls the US forces landing along the five mile stretch of Omaha Beach on D-Day and their desperate struggle to establish a viable beachhead. The game covers the entire first day at a time scale that varies from 15 minutes per turn (during the initial landings) to 30 minutes per turn later in the day. Units are companies and include assaulting infantry, engineers and amphibious tanks. The game system controls the hidden German defenders in their "Widerstandsnest" resistance points, revealing the defenders and their reserves as the American survivors of the first landing waves make their way up the bluffs. Rules cover amphibious landings, German fields of fire, artillery, tidal movement, and intangibles such as US leadership under fire and the initiative of the American GI. One map, two counter sheets, 55 cards.

D-Day at Omaha Beach at BGG:

Download vmod (created by Kevin Grande):
Download Rules (package):
  • Rules (Printed, Living)
  • Historic Booklet
  • Charts/Tables
  • Color Example Booklet
  • Addenda
  • Reference
  • Illustrated Example of Play
  • VASSAL Module User Guide
Download VASSAL Module User Guide v2 (package has v1):


Friday, June 4, 2010

Field Commander: Alexander the Great Module

You take on the role of Alexander the Great in his world-conquering quest to extend the Macedonian empire and achieve personal glory.

When playing the game, you are placed in Alexander’s footsteps when he comes of age in 338bc, just before the battle of Chaeronea. From that point on, you get to decide where to travel, when to battle, when to negotiate, and when to seek out divine prophesies to guide your actions.
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You are supplied with soldiers and advisers to help you navigate the dangers of the battlefield and the negotiating table. These include Infantry, Archers, Phalanxes, Cavalry, Advisers, Scholars, Courtesans, and Spies. You will craftily combine these resources with your own plans to achieve victory, and glorification. And if you do well, you will be remembered as one of the greatest leaders ever to walk the earth.

The life of Alexander is divided into several campaigns, each spanning several years. During each campaign, you are given goals, but how you achieve those goals is up to you. Do you enter into battle? Or negotiate? How strong are you? How strong are they? What can you gain? These are all decisions you get to make, and must make well, if you are to live up to the immortal standards set before you.

The campaigns can either be played stand alone, or linked to play through his entire life. When played as one on-going life, the outcome of one campaign affects your starting situation in the next campaign.

Field Commander: Alexander the Great at BGG:

Download vmod:
Download Rules Package (incl. required log sheet):


Wednesday, May 12, 2010

Storm Over Arnhem Module

This is the first of the Area-Impulse games done by Avalon Hill which later included Thunder at Cassino, Turning Point: Stalingrad and Breakout Normandy. The game simulates the ferocious battle for the Arnhem Bridge on September 18-21, 1944.

The game begins with the British holding the area around the bridge, surrounded by the Germans. They try to hold out for as long as they can.
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Each full turn covers 8 hours and includes many mini-turns (or impulses). Each impulse, the player can move or fire a small number units. Once moved or fired, the units are "spent" and cannot move again until the next turn.

Combat is handled by calculating attack defense values and each side rolling 2 dice. The difference (if the attacker has the higher total) in final point values is the number of casualty points the defender must lose by spending or destroying units.

The games is of relatively low complexity for a wargame and rates 3 (out of 10) on AH's difficulty scale.

Storm Over Arnhem at BGG:

Download mod (created by Steve Bishop):
Download Rules:
Rules are from the '93 Folio edition. The main difference is that these rules describe using numbered chits instead of 2d6.
Download The General articles (Vol. 19-1,19-2,21-1,25-3):
Download Countersheets:
Countersheets are from the '81 Boxed edition. They include the variant counters for "The Crossing", not currently supported by the VASSAL module.


Tuesday, April 6, 2010

Assault (GDW) Module

"Tactical Combat in Europe: 1985. Assault postulates a conventional conflict between the United States and the Soviet Union in the European environment in 1985."

Assault, the first game in the Assault Series, includes U.S. and Soviet ground forces. The game uses 250 meter hexes, 5 minute turns, and platoon/section sized units.
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From the back of the box:
Chobham armor. Hypervelocity smoothbores. Core penetrator and sel-forging rounds. T80's and AT-5's. Laser rangefinders. Copperhead and dual-purpose improved conventional munitions. All of the advanced technological hardware of the mid 80's is available, but the men who command and control the hardware remain the critical battlefield variable.

Assault postulates a conventional conflict between the United States and the Soviet Union in the European environment in 1985. The weapons that were once merely dreams of science fiction authors are today entering service, and by 1985 will be standard issue. Assault provides an in-depth examination of the potential tomorrow's weapons.

Assault is a tactical level game of armor and infantry combat in the near future. Each hex of the two geomorphic maps covers only 250 meters of actual terrain and each turn represents only a few minutes. Each counter represents a section or platoon-sized unit. The unit counters allow representation of everything from company meeting engagements to a full regiment/brigade assault. The rules cover all aspects of modern equipment, but stress flexibility, initiative, and command control.

Level: Introductionary / Basic / Intermediate / Advanced / Master

Assault at BGG:

Download vmod (created by chris chapman):
Download Assault Rules (package):
  • Rules
  • Briefing Booklet
  • Charts/Tables
  • US Scenario Information
  • Soviet Scenario Information
  • Record sheets
  • Errata


Saturday, April 3, 2010

Gettysburg 88 Module & Gamebox

Gettysburg is a game played by moving blue and gray units representing the infantry, cavalry and artillery formations present at the historic battle on detailed mapboard representing the actual battlefield's terrain. You can be Gen. Robert E. Lee and command the hard-hitting Confederate Army of North Virginia… or You can be Gen. George G. Meade and command the stubborn but unlucky Union Army of the Potomac in its greatest crisis. Will history repeat itself or can it be changed? Your decisions will make the difference.

Gettysburg 88 at BGG:

Download vmod (created by Bill Thomson, Jeff Wise, Brent Easton):
Download ztb (created by Joao):
Download Rules (package):
  • Rules
  • Battle Manual
  • Errata
  • Setup
  • Optional Rules
  • The General articles
Download Rules (The General additional):
Download Rules (additional package):
  • Terrain Clarification
  • Rule Clarifications (PBEM)
  • PBEM Rules Format


Saturday, March 27, 2010

Patton's Best Module & Gamebox

Solitaire game of tank command. You control your Sherman tank (17 variations) and crew. Move into a new territory and deal with what you encounter.

From the back of the box:
PATTON'S BEST is The Avalon Hill Game Company's new solitaire game that puts you in the commander's seat of a Sherman tank in George Patton's best fighting division, the 4th Armored. You can play through a short engagement, a complete day of movement and battle, or follow the day-by-day European campaign of the 4th Armored Division. THe success and survival of your tank depends on your decisions.
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Button up for the safety or fight from an open hatch for better visibility? What type of ammo to load and fire at which target? Move forward for a more deadly side short, fall back to a hull down position, or put down a smoke screen?

You control only your tank and crew. Each crew member is rated for skill at his position, and his rating will affect how well he performs. Your crew will start with relatively low ratings, but if they can survive to become veterans, their ratings and the efficiency of your tank can improve. You will start out in a basic M4 Sherman tank, but may later command any of 17 different Sherman variations. The solitaire game system controls the generation and action of the German units you will be facing, and the rest of the American task force of which you are part. Included are three types of scenarios: Advances, representing the breakthroughs and rapid movements through enemy territory; Battles, where the Division is attacking prepared enemy positions; and Counterattacks, where you defend against german attacks.

• Command any one of 17 different American Sherman tank variations or the British Sherman Firefly variant included for comparisons.
• Fight a single engagement, a day of battle, or the entire campaign of the 4th Armored Division.
• Win promotions and decorations for valor.
• Skill ratings for each crew member affect performance and may improve.

Patton's Best at BGG:

Download mod (created by -E, expanded by BGGames01 – 2011-07-17):
v0.98 adds the East Front Campaign counters and charts
Download ztb (created by Gary Krockover): Best.ztb
Download Rules:
Download Charts:


Thursday, March 25, 2010

Afrika Korps Module & Gamebox

Easy and fun historical game of Rommel’s battles with the English in North Africa during WW2. One of the early Avalon Hill beginner war games.

From the back of the box:
Ever since men began making weapons they have used them to create legends: in early 1941, when his conquest of Europe was embarrassed by the rout of his Italian allies in Africa, Hitler dispatched General Erwin Rommel to forestall a seemingly inevitable Axis defeat. Reorganizing the forces under his command as the Deutsches Afrika Korps (DAK), Rommel immediately launched the first of his legendary desert offensives.
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Now, the legend of "The Desert Fox" is recreated. From April 1941 through the climatic battle at El Alamein in later 1942. Afrika Korps simulates the mobile conflict between Rommel's Panzerarmee Afrika and the British Eighth Army defending Egypt and the Suez Canal. During each monthly game-turn, the initiative may switch from the Germany to the Allied player as both come to understand why Rommel called North Africa "A tactician's paradise; a logistical officer's nightmare."

A 2 on Avalon Hill's complexity scale of 1(low) to 10(high). Playing time 2 to 4 hours.

Afrika Korps at BGG:

Download vmod (created by Jeff Wise, Bill Thomson, Brent Easton):
Download ztb (created by Maaaaax ):
Download Rules (original):
Download Rules (reworked):


B-17 Queen of the Skies Module

"B-17: Queen of the Skies" is a strategy game which re-creates the early bombing missions and aerial combat of the B-17 (F Model) bombers of the US Eighth Air Force over Europe between October 1942 and May 1943. Movement to targets is through zones. Die rolls and game tables determine appearance, type, and position of enemy fighters. Charts are used to determine if hits are made, where the damage is located, and how serious the damage is. Game tables and die rolls also determine everything from the bomber's target and formation position to weather, flak, and German fighter opposition as the B-17 makes its way over land and sea to its target.
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The game has a low complexity and typically, the playing time is generally less than one hour after your first few games.

B-17 is designed to be primarily a solitaire game. The player controls a B-17F Flying Fortress bomber, trying to survive German fighter attacks and drop its load of bombs on the selected target, then return home safely. Optionally, a second player can control the German fighters (to some degree; their appearance is determined randomly, but successive attacks are under the control of the German player). If each player has their own copy of B-17, then they can fly their bomber while playing the German fighters in their partner's game.

B-17 Queen of the Skies at BGG:

Download mod (created by -E, Craig68x):
B-17_QotS-v102.vmod Version 2.0 - 29-05-2012

Download Rules:
B-17 Queen of the Skies - Rules.pdf


Wednesday, March 24, 2010

Battle for Germany Module & Gamebox

This game is small, it only takes about three to four hours to play for players of normal skill and luck. The game starts in December of 1944 with the Ardennes Offensive (a variant allows the German player to skip this and save his strength). As a two-player game, it is interesting in that each player plays both an Allied army (Western Allies or Soviet Union) AND a German army (Western Front or Eastern Front). This forces each player to play offense and defense. The player playing the Western Allies and Eastern Germans has a very challenging task. The Western Germans have good defensive terrain (the Rhine river and Westwall defenses), while the Eastern Germans have weak units, a long front, very poor defensive terrain and they face a large Soviet and Yugoslav army. The only real advantage enjoyed by the East German player is the lack of victory points to be gained in the East, and the slow Soviet replacement rate. The Western Alllied units are very fast moving, but they don't usually get a chance to exploit this until the very end of the game (at best).
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The map is the same size as most SPI Quadrigames or folio games and has similar graphics. Cities are rated as 1 or 2 victory points, with Berlin worth 10. A line down the middle of Germany cannot be crossed (in the 2-player game), which makes Berlin the only city which can be captured by the Western Allies or the Soviets (ahistorical, but essential to the game's concept). Units are corps for the Germans and Western Allies and corps, armies, or fronts for the Soviet player. Each unit is rated for attack, defense and movement. Combat is decided by an odds-based combat results table and a die roll. Combat results include various combinations of retreat and elimination (there are no step losses, disruption or anything like this). Eliminated units can be replaced, but very slowly and (for some players) with the weakest available unit coming back first.

The game includes variants for 3- and 4-player versions where the Germans are played by 1 or 2 players, and a "red star/ white star" scenario where the Western Allies and Soviets fight it out with some help from the remnants of the German army.

Battle for Germany at BGG:

UPDATED – New v1.1:
  • Destroyed Fortress counters
  • VP control counters
  • Improved Graphical Dice (VASSAL Only)
Download vmod (v1.1): Download ztb (v1.1):

Download Rules:


Monday, March 22, 2010

Raid on St. Nazaire Module

In this solitaire wargame, the play simulates the British raid on the Nazi-occupied French port of St. Nazaire held on March 28, 1942.

In the first part of the game, you move the British boats and destroyer HMS Campbeltown (redressed to look like a German ship) to their landing areas while determining the results of many shots from the harbor defense guns. Upon landing, the remaining force tries to reach targets (Sub pens, caissons, docked ships, supply tanks, etc.) and destroy them.
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The German guards are handled by the system and arrive via random draw and placement and move by most direct route to the nearest British commando. As the game progresses, the units are better organized and tougher.

The game ends when all British units are killed or escape and they score for the targets destroyed.

Raid on St. Nazaire at BGG:

Download mod (created by -E):
Download Rules:


Sunday, March 7, 2010

Airships Gamebox

Airships is a very tactical dice-game. By cleverly combining the three-colored dice with the values on the cards, you take part in building zeppelins and finally the famous Hindenburg. From 2 to 4 players, 45-60 minutes.

Airships at BGG:

Download ztb:
Download Rules:
Other languages:


Thursday, February 18, 2010

Cold War Gamebox

A game for four players, Cold War gives you command of the economic, military, and intelligence forces of one of the contemporary world's major powers, and dares you to seize political, military, and economic control of as much of the world as possible. The only obstacles in your way are your three opponents, each of whom has a bag of dirty tricks to play and an equal stake in the world regions you claim for your own. Cold War is designed to be easy to learn, fun to play, and hard to win.

Cold War at BGG:

Download ztb:
Download Documents:
- Rules:
- Player Summary:
- Play Aid:


Sunday, January 24, 2010

NATO: The Next War in Europe Gamebox

NATO: The Next War in Europe is an operational level simulation of potential NATO/Warsaw Pact conflict in Central Europe. The game is played on a single mapsheet, depicting the area from Denmark to the Swiss Alps, and from France to Poland. Each player maneuvers ground forces that include armor, mech, infantry, airborne, airmobile, and marine units in an effort to control - or deny - key geographical objectives. Designed to be played in one sitting, NATO combines ease of play with a sophisticated integrated system of unit differentiation, command and supply structure, air power, force projection, chemical warfare, and tactical nuclear warfare.


Download ztb:
Download Documents:
(includes: Rules, Player Inserts (Charts&Tables), Rules Summary, Strategies, The War of Nerves (new scenario), The War of Nerves 1981 Variant)

NEW! Download VASSAL module:
By Richard Lee